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I think a bounty/hit system would be nice, where you can set a specific amount of materials or item on a player's head and whoever kills them first gets mailed the items automatically. It adds to the intrigue of the game and creates a new playstyle.

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All the system would need to do is have a way to prove that your hit target was killed and who actually killed them. Not sure how complicated that would be to add into the game, but I like it. The granting of the reward could be 100% handled between players (offering the opportunity for betrayal, lies and all that stuff). This could be implemented in game organically without the need for a "system" except there isn't a good way that I'm aware of for the hit-man to prove they killed your enemy - unless players drop something with their name on it when killed.

Edited by Arawulf
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Perhaps there could also be hireable bodygaurd players

1 bodygaurd would shield for 40% damage the target player would normally take

2 bodygaurds would shield for 60% " "

3 bodygaurds would shield for 80% " "

 

The bodygaurd gets a better reward once target has reached destination.

Would each player be able to go in bodygaurd stance,or just some archetypes?

Edited by Tipsy
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All the system would need to do is have a way to prove that your hit target was killed and who actually killed them. Not sure how complicated that would be to add into the game, but I like it. The granting of the reward could be 100% handled between players (offering the opportunity for betrayal, lies and all that stuff). This could be implemented in game organically without the need for a "system" except there isn't a good way that I'm aware of for the hit-man to prove they killed your enemy - unless players drop something with their name on it when killed.

Yeah I think this is a good idea, also a way to display if a player has a bounty on their head, who placed it and what the reward is.

 

What about Fallout style fingers and ears? Each 'hit' could drop a finger or ear that has the flavour text "Collected by "Playername", from "playername"

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  • 4 weeks later...

Going to bump this thread and add some ideas from other threads.

 

I still haven't found a Bounty hunting system I liked either. The one I know the best is EVE, which sounds great but never worked as intended.

 

Other ways to do Bounty Hunting is by contract. A contract from one player to another player, or a player to a guild, or a player to a faction, or a guild to a faction. So instead of having a system open to be collect by anyone(even the enemy) only a group that you are allied to at the time can reap the rewards.

Examples.

You want to get back at that crazed killer minotaur and make a contract to your faction. Anyone in your faction that is nearby is alerted to a contract. [To Faction: Order ] [Anyone in 1 parcel] [Deliver the head] [of Cr4z3dMino] [expires in 4 hours] [Reward: Shiny rocks]

If someone accepts it they have a limited time to complete the contract before reoffered to someone else At some point if nobody accepts then the contract closes.

 

An indirect enemy has been a threat but you don't have the numbers to deal with them directly so you create a bounty contract to a mercenary guild. [To Guild: MercCantTile] [Cause 250000 structure damage] [to TotallyFriendly guild] [expires in 5 days] [Reward: Province of 40 tax free cells in EK]

That guild accepted and fulfilled the contract, actually completely leveled TotallyFriendly's castle, and get to be close friendly neighbors.

 

I know. It's possibly too complicated for it's own good.

 

Definitely avoid possible exploits like not allowing the rewards to be higher than the bounty unless collecting it difficult.

 

 

 

Regarding a bounty system.

 

Why not have a "bounty board" (IE a physical board in-game, located near a tavern or other foot-traffic heavy area for a a town) where players can go to pick up bounty "quests?"

 

As far as people "Gaming" a bounty system (IE someone invited a guildie to collect the bounty on their head and then split it with them) there are ways around this.

 

The most effective way around this is to  assign bounty quests without direct-names (until you accept the bounty), to limit the bounty quest a player can collect (IE, limit of "x" number of bounties for "y" time frame, so a player can't just start bounties, see the players name, abandon it and then get more until they get to their "friend.").

 

Then on top of this, don't tell the person they have a bounty on their head in the first place.

 

Also only allow a person to "collect" on a bounty if they actually have the bounty quest and the bounty system would not allow a "friend" nor a guild member to take a quest against someone if they are on either the friend list or guild list with that person (it just simply would hide it in thei bounty board and not show that bounty quest).

 

So basically, a player would be able to place a bounty on someone's head, then the game would start a bounty "quest" where it would place this into the bounty-board (for that region of the game world). Then a player who wants to find bounties could look through the bounty board, find a bounty and take it. Then it would then give them the details, IE player name, last known "location" and the bounty payout. After this it's up to the player to track them down.

 

I think this kind of a system would work well, it would be hard to game (not saying impossible, you never know until it's tested properly) but it stops a lot of the easy "game" issues that other bounty systems have, where friends can collect bounties or guildies.

 

 

As far as gameplay wise, there would bneed to be some ways to "track" the bouny down somehow of course.

 
Edited by Mayhem
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and just so i can say "i told you so" if any hard coded systemic gets put in place...

 

no matter what, if you build anything outside of an informational source fo any kind of "bounty" system...it WILL be abused and exploited

 

that's all...really

 

don't get me wrong..i'm all for folks being able to earn some coin by hunting down other folks for people...i heartily endorse the style of gameplay involved...

 

i just think it';s something best done between Players, in game or on the Forums or by telephone or whatever....

 

but between the Players....not some coded "system" that can be hoodwinked, abused, scammed and/or exploited

 

could just be me...

FIQw0eP.png

let the Code build the World and it's Laws....let the Players build the rest...

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Wouldn't it be great to come up with a solid bounty system that no other MMO has accomplished, though?

Exactly why we should discuss it. I'm not easily convinced it should be abandoned without exploring it first.

 

Also, you need to start looking at aspects of games in a vacuum. Not EVERYTHING in a game has to be tarnished with the same brush. There are bad games with great systems, and amazing games with bad systems. 

 
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It will be abused, i made a more team based approached idea in the the other thread:

 

The bounty should be placed on location(keep, guild owned territory, strategic choke hold) not on per player, that way guilds can get hired help(mercs) in game, with distribution based on in game flyers in front of taverns(example) and delivery flyers etc. I don't believe the enemy would just roll over and let them take a strategic plot on the map so there alts or friends on the other side can cash in on the reward at the expense of winning the game. The payment should be optional too, if people just gathered and watched the fight they should get nothing, so player driven not automation. If they don't pay the contributors that did the job should lead to in game tension, betrayal and in faction fighting, not too mention whoever signed the bounty would make their name worth mud for eternity. Basically a system that gives players the tools to communicate in game instead of unrelenting spamothon global chat.

 

This idea will foster team play and allow second and third tier gaming aka spies report back about flyers and send an ambush to that location, the guild that paid for the fliers could be using mercs as bait to draw out the ambush, while they wait in hiding to flank the enemy etc etc. Now the ones who posted the fliers knows there's a spy and better yet have good odds on knowing the suspect if there was an ally spy watching known suspects etc. Now you've outed an enemy spy and planted a successful ambush[assuming the enemy didn't have a contingency plan to counter etc etc]. This is highly dependent on how communication is done in game and between spies/operatives. If the normal MMO zone spamathon chatbox is used this won't work.

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On the side topic of physical bounty boards that you interact with...

 

More good input on bounty hunting, stiler. I suggested something similar on pg13? While it makes sense for an actual bounty board that you interact with that could lead to affecting gameplay. Posting and accepting bounties may be too much of a hassle to do and the system wouldn't be used depending on its access. Those spots would be hot beds for fast close proximity bounties while distant targets may not be worth the time. Which means the further you are the less you have to worry about bounties or constant bounties.

 

 

In my idea I'm thinking it will be part of the UI somewhere so if a bounty starts and is offered or applicable to you then you can accept it on the spot instead of checking the board whenever you get around to visiting it and browsing what is offered. But to pick up the rewards might require to you go meet somewhere. I'm not sure.

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and why should this be such a static mechanic,that just mail you your stuff?

wouldnt it be enough to be able to take the bodies head as an item,if i show this head to the one who set out the bounty he gives me the reward.

everything else is open to players.

that would give the employer the possibility to scam you and just not give you the reward,you could take revenge by killing him.

or people just go around looting heads storing them somewhere and someday when a bounty is set on one of these peoples head,they get the reward even though they didn't do anything,except looting a head from a corpse they ran by.

 

anyway not linking it to a static -do that,get mailed reward directly- mechanic leads to much better and differentiated player interaction

Edited by kampfbock
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Perhaps there could also be hireable bodygaurd players

1 bodygaurd would shield for 40% damage the target player would normally take

2 bodygaurds would shield for 60% " "

3 bodygaurds would shield for 80% " "

 

The bodygaurd gets a better reward once target has reached destination.

Would each player be able to go in bodygaurd stance,or just some archetypes?

 

This doesn't make any sense to me, and it doesn't sound like its conducive to the sandbox experience at all. If you want bodyguards, then hire them. They should "absorb" damage for unless they're taking the shots in your place. Otherwise it takes no skill to escort a player. Also wildly offtopic. 

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i just think it';s something best done between Players, in game or on the Forums or by telephone or whatever....

 

but between the Players....not some coded "system" that can be hoodwinked, abused, scammed and/or exploited

 

I agree that any system will be exploited.  On the other hand, if there is no system, bounty hunters won't happen.  They just won't.  People don't arrange bounties on forums in games like this.  In all my years of playing PvP MMOs I've never seen bounties (or mercenaries for that matter) actually emerge as anything more than wishful thinking on the part of would-be bounty hunters and mercs.

IhhQKY6.gif

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Already stated, but simply posting how much you'll pay for screenshots to confirm kills of certain players would be better imo.

 

If that was a solution then why doesn't it happen in the PvP MMOs that already exist?

IhhQKY6.gif

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If that was a solution then why doesn't it happen in the PvP MMOs that already exist?

Death in the current generation of MMOs has no meaning or risk.

 

Where here it means loss of resources and gear.

[TB] The Balance
Nation of Equilibrium

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Death in the current generation of MMOs has no meaning or risk.

 

Where here it means loss of resources and gear.

 

I've played plenty of games where death meant loss of resources and gear.  It did not result in bounties (or mercs) as emergent gameplay.  I've never seen anyone pay a bounty for a screenshot on a forum.

IhhQKY6.gif

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I've played plenty of games where death meant loss of resources and gear.  It did not result in bounties (or mercs) as emergent gameplay.  I've never seen anyone pay a bounty for a screenshot on a forum.

 

Can you give an example so that other posters can take a look at the games you're talking about? I'm pretty interested as I can't really think of anything at the moment.

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